Working for the Baron - The cast


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Alton
Male Sneaky Rogue level 4
Hair: Black
Eyes: Brown
Height: 3ft
Weight: 33lbs.
Age: 26
Size: Small
Type: Humanoid
Speed: 20ft.

Str: 12(+1)
Dex: 16(+3)
Con: 10(0)
Int: 14(+2)
Wis: 14(+2)
Cha: 14(+2)
HP: 19

AC: =1810Base=4armorclass+0Shield+3DEX+1Size

Saves
Fortitude 1=1+0
Reflex 7=4+3(DEX)
Will 3=1+2(WIS)

Init:7

Base Attack Bonus:+4
Attacks:Light Repeating Crossbow,+4 Attack Bonus, 1d6 Damage, 19-20/x2 Critical
Attacks(2):Short Sword,Attack Bonus +4 Damage 1d4,Critical 19-20/x2
Skills:
Skill Points: 70
Max Rank for Skill class: 7
Appraise INT
Ballance DEX
Bluff CHA
Climb STR +10 +1(STR) +7(ranks) +2(Race Abilities)
Craft INT
Decipher Script INT
Diplomacy CHA
Disable Device INT +9 +2(INt) +7(Ranks)
Disguise CHA
Escape Artist DEX +10 +3(DEX) +7(Ranks)
Forgery INT
Gather Info CHA
Hide DEX +10 +3(DEX) +7(Ranks)
Intimidate CHA
Jump STR +10 +1(STR) +7(Ranks) +2(Race Abilities)
Knowledge INT
Listen WIS
Move Silenty DEX +12 +3(DEX) +7(ranks) +2(Race Abilities)
Open Lock DEX +10 +3(Dex) +7(Ranks)
Perform CHA
Profession WIS
Search INT +9 +2(INT) +7(Ranks)
Sense Motive WIS +9 +2(WIS) +7(Ranks)
Tumble DEX
Use Magic DeviceCHA
Use Rope DEX +10 +3(DEX) +7(Ranks)

Feats:
Toughness
Improved Initiative

Languages:
Common
Half-Ling
Orc

Equipment:
300 Crossbow Bolts(bought) 30gp
Bedroll(1sp)
Flint and Steel(1gp)
Rope(50ft) (1gp)
3 trail rations
1 person tent(10gp)
3 Torch(3cp)
Tool kit(30gp)
empty sack(1sp)
signet ring(5gp)(with Diety placed on it)
Blanket(5sp)
Race:
+2 Dex
-2 Str:
Small: +1 to AC,+1 bonus on attack rolls,+4 Bonus on Hide checks,
Speed: 20ft
+2 racial bonus on Climb,Jump, Move Silently
+1 saving throws
+2 saving against fear
+1 on throwing weapons and slings
+2 on Listen
Class:
Rogue:
Sneak Attack +2d6
Evasion
Trapfinding
Trapsense +1
Uncanny Dodge


Proficiencies:


Appearance:
Short fellow, he has a goatee and, short black hair, he is a somewhat muscluear man, brown eyes, Clothes on his back are farley dirty from when he would get beat up from being cought from his theivery but still in good shape.​


Personality:
Quiet, hears what everyone is saying, tries to learn about them as he can to help him with his work. Speaks when he wants to, and what he wants to, well do what he thinks is right that benefits himself. Well help others when getting something out of it.

Background:
Is the middle of 12 kids, he was always picked on from the older brothers, when he had the chance he would take from his older brothers and when the parents found out, Alton would blame it on another brother of his, being in a big family that was easy to do. was the smallest of the 12 even thou he was the middle child. When he turned 16 he left the house for adventure and treasures that he could keep. Finding this party was another way for him to venture further away from his parents and keep searching for treasure.




 
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Zyrial

Name: Zyrial

Class: Cleric 4
Race: Elf
Alignment: Neutral Good
Deity: The Silver Song (the fundimental force of magic)
Age: 115
Gender: Male
Height: 5’8”
Weight: 165 pounds
Eyes: Silver
Hair: Black
Skin: Fair

Ability Scores: Str: 10/Dex: 12/Con: 12/Int: 14/Wis: 17/Cha: 14
HP: 27 (4d8+4 Con)
AC: 17 (+1 Dex, +4 Armor, +2 shield)
Init: +5 (+1 dex, +4 Improved Initiative)
BAB: +3
Saves: Fort: +5/Ref: +4/Will: +7

Attacks:
Masterwork Light Mace +4 1d6/x2

Racial Abilities:
As Elf

Class Abilities:
Turn Undead (5 times /day +4 to roll)
Spontanious Healing spells
Domain Healing; All healing spells are +1 level
Domain Magic; Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (2nd level).
Aura of Good

Spells Known:
Orisons: Detect Magic, Read Magic, Purify foor and water, Light, Detect poison.
1st level: Bless x2, Shield of Faith, Sanctuary + Cure light Wounds.
2nd Level: Bull’s Strength, Soundburst x2 + Identify

Feats:
Lightning Reflexes, Improved Initiative

Skills: (Ability + Ranks + Misc.)
Hide +0 (+1 Dex, -1 Armor)
Move Silently +0 (+1 Dex, -1 armor)
Listen +5 (+3 Wis, +2 racial)
Search +4 (+2 Int, +2 Racial)
Spot +5 (+3 Wis, +2 racial)
Knowledge Religion +10 (+3 Wis,7 ranks)
Healing +10 (+3 Wis, 7 ranks)
Perform Harp (Lap) +5 (+2 Cha, 3 ranks *6 skill points Cross class*)
Knowledge Arcana +3 (+2 Int, 1 rank)


Languages:
Elven, Common, Draconic, Celestial.

Gear: (Total weight: w)
25 GP
Masterwork Light mace [305gp]
Masterwork Chain shirt [250gp]
Heward’s haversack [2000gp]
Pearl of Power 1st level [1000gp]
Wand of Cure light wounds [750gp]
Wand of Sleep [750gp] (used 4 charges)
Rest spent on basics like tent, bedroll, rations etc.

Physical Description:
Zyrial is a pious man taken to keeping his hair short and almost shaved clean. His bright eyes dominate his face. He wears clerics robes at all times and keeps his regalia spotless.

Personality:
Pious and quiet. He has wandered with his companions seeking the strains of the Silver Song. He has a passion for studieing Healing magic and healing music.
 
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Balin the Elder
Male Human Abjurer 4

Hair: Formerly Brown, but now mainly gray
Eyes: Blue
Height: 5' 10"
Weight: 150 lbs.
Age: 50
Alignment: Lawful Neutral
Size: Medium
Type: Humanoid
Speed: 20 ft. (After losing his left leg from the knee down combined with his age, his speed has been reduced)

Str: 10 (+0) [11 base, -1 age]
Dex: 11 (+0) [12 base, -1 age]
Con: 13 (+1) [14 base, -1 age]
Int: 18 (+4) [16 base, +1 level, +1 age]
Wis: 15 (+2) [14 base. +1 age]
Cha: 11 [10 base, +1 age]

HP: 17 (4d4 + 4 Con)

AC: 11(19 w/shield and mage armor in place) [10 base, +1 bracers, +4 shield spell, +4 Mage armor spell]

Saves:
Fortitude: +3 (+1 base, +1 Con, +1 vest)
Reflex: +2 (+1 base, +1 vest)
Will: +7 (+4 base, +2 Wis, +1 vest)


Init: +4 (+4 Improved Init)

Base Attack Bonus: +2 (+2 base)

Attacks:
Darkwood Quarterstaff, +3, d6, x2, B

Skills:
Skill Points: 43 (36 class, 7 human)
Max Rank for class skills: 7

Concentration: +4 [4 ranks]
Decipher Script: +11 [7 ranks, +4 Int]
Disable Device (cc): +7 [3 ranks, +4 Int]
Knowledge (arcane): +11 [7 ranks, +4 Int]
Knowledge (history): +10 [6 ranks, +4 Int]
Profession (Locksmith): +5 [3 ranks, +2 Wis]
Search (cc): +13 [4 ranks, +4 Int, +5 glasses]
Spellcraft: +10 [6 ranks, +4 Int]

Feats:
Lvl 1 (class): Improved Initiative
Lvl 1 (racial bonus): Spell Hand (Com Arcane)
Lvl 1 (class bonus): Scribe Scroll
Lvl 3 (class): Craft Wonderous Item

Languages: Common, Draconic, Dwarven, Elvish, Gnomish

Equipment:
Vest of Resistance +1 (1,000 gp Comp Arcane pg 150)
Bracers of Prot +1 (1,000 gp)
Glasses of Minute Seeing (1,250 gp)
Wand of Enfeeblement (1st) (750 gp) (50 charges)
Wand of Magic Missle (1st) (750 gp) (50 charges)
Darkwood Quarterstaff (340 gp)
Traveler's outfit

Backpack: 2 gp
Spellbook
Journal: 15gp
Inkpen: 1sp
3 vials of ink: 24gp
Scrollcase: 1gp
Bedroll: 1 sp
Everburning torch: 110 gp
Rations, trail (per day) x3: 1 gp, 5 sp
Sack: 1 sp
Waterskin: 1 gp
Potions of Cure Light Wounds 4: 200gp

Money
5pp. 5 gp

Spells
Spell Hand abilities: 1/day- mage hand, open/close, Tenser's floating disk DC: 14 (10 + 4 +0)

Spells per day: 4/4+1*/3+1

Spells Known: 0- All minus Ench/Necro
1st- Alarm*, Shield*, Prot from Evil*, Mage Armor, Magic Missle, Feather Fall, Identify, True Strike,
2nd- Resist Energy*, Detect Thoughts, Prot from Arrows*, Mirror Image,

Spells Memorized
0-Resistance x2, Ray of Frost, Mending
1st- Shield*, Alarm*, Mage Armor, Magic Missle x2
2nd- Resist Energy*, Prot from Arrows*, Web, Mirror Image

*=Spec School Spell

Description: Leaning on the ebony staff that is just as tall as he is, Balin often looks like a man who is living on borrowed time. His gray hair and beard retain only the faintest hints of the brown hue it once had and his lower body no longer has the strength in it to allow him to walk smoothly with the wooden artificial limb that is his lower left leg. The end result is a slightly awkward gait that while comical looking at first gives Balin maximum result with minimum effort. However when his gaze settles upon someone, they quickly realize that while age and injury might have stolen some of Balin's youthful fire, his mind is as keen as it was in his younger days.

After traveling to Setti and surviving the encounter with the undead inside the crypt, Balin has taken to wearing his enchanted vest, bracers, and glasses at all times. While he has convinced the others he only needs the glasses for helping him read and examine things close to him, the truth of the matter is that his eyesight is not what it once was and without the magical lenses to compensate his natural vision as well, Balin would nearly be blind without them.

Background: Balin began his first career as an adventurer nearly three decades ago armed with nothing more than the meager spells he had mastered as an apprentice and a desire to see justice prevail in a land often plagued by those who would prey upon those unwillling, or able, to defend themselves. It did not take him long to realize that life was not a cookie cut out of black and white, and more often than not, the path filled with the gray aspects of life was the one most often walked.

It was on one such path that Balin lost his leg serving a young duke who was little better than the brigands that Balin and his companions were sent after. A cleverly placed trap severed Balin's left leg just above the knee and nearly took the other as well. Although Balin's companions offered the priests of the Silver Song all the funds they could produce to have the priest try to restore the limb, it was beyond the ability of the clergy to do so.

Seeing it as a sign from the gods he was not truly meant to travel the road of an adventurer, Balin took a job as an apprentice locksmith and soon took a wife and started a family. The years that passed were happy for Balin and he thought less and less of the road as the seasons came and went. Shortly after his wife passed away however, Balin's life would drastically change.

His son sought to follow in his father's footsteps, and when the younger Balin heard the stories of the ancient crypts in the neighboring town of Setti, he could not resist their siren call. Joining forces with some of the locals of Setti, they opened the doors and instead of a hero's saga they found only their deaths.

When the news reached Balin the elder, he felt the fire burn bright in him again and knew that he could not rest until the evil that had slain his son had been vanquished. Selling everything he owned, Balin prepared himself as best he could and embarked down the once familiar road with only one desire, avenge his son or die in the process.

Convincing the Baron of Setti to allow him the oppurtunity to assist the others the Baron had gathered was no easy feat, but in the end the Baron humored the old man and allowed him to join forces with the others.

The battle for the crypts seems almost a blur for Balin now, as several times he felt as if his heart would simply explode due to the adrenaline that coursed through his veins like a raging river. In the end though, Balin and the others stood triumphant and he put his son to rest in the vault where he fell.

It was only after they had left the crypts that Balin realized he had not expected to survive the battle and that he was now at a true crossroads in his life. At an age where most began considering hanging their blades up and relaxing for the rest of their days, Balin was considering taking up the path once more. Laughing at the irony of it all, Balin is willing to take on one more task from the Baron to see if he can still hold his own in this world before re-entering retirement once again.
 

Hargrim of Clan Joterhun
Male Dwarf Rogue 3 / Fighter 1
(Order: Rogue/Fighter/Rogue/Rogue)


Hair:
Red
Eyes: Dark green
Height: 4' 1"
Weight: 150 lbs.
Age: 54
Alignment: Chaotic good
Size: Medium
Type: Humanoid
Speed: 20 ft.


Str:
14 (+2)
Dex: 16 (+3) [15 base, +1 level]
Con: 16 (+3) [14 base, +2 racial]
Int: 14 (+2)
Wis: 10
Cha: 10 [12 base, -2 racial]


HP: 32 (3d6 + 1d10 + 12 Con)


AC: 18 (10 base, +5 armor, +3 Dex) / 13 / 15


Saves:
Fortitude: +6 (+2 base Fighter, +1 base Rogue, +3 Con)
Reflex: +6 (+3 base Rogue, +3 Dex)
Will: +1 (+1 base Rogue)


Init: +3 (+3 Dex)


Base Attack Bonus: +3 (+1 base Fighter, +2 base Rogue)


Attacks:
+1 handaxe (attack): +6 (+3 base, +2 Str, +1 enhancement), 1d6+3 damage, threat 20/x3
+1 handaxe and masterwork handaxe (full attack): +4/+4 (+3 base, +2 Str, +1 enhancement, -2 Two-Weapon Fighting), 1d6+3/1d6+1 damage, threat 20/x3
Composite shortbow, Str +2: +6 (+3 base, +3 Dex), 1d6+2 damage, threat 20/x3, range 70 ft.


Skills:
Skill Points: 64
Max Rank for class skills: 7

Appraise: +5 (+7 stonework/metal) [3 ranks, +2 Int, (+2 stonework/metal)]
Balance: +2 [+3 Dex, +2 synergy (Tumble), -3 load]
Bluff: +7 [7 ranks]
Climb: +3 [4 ranks, +2 Str, -3 load]
Diplomacy: +7 [5 ranks, +2 synergy (Bluff)]
Disable Device: +8 [6 ranks, +2 Int]
Gather Information: +2 [2 ranks]
Hide: +4 [4 ranks, +3 Dex, -3 load]
Intimidate: +2 [+2 synergy (Bluff)]
Jump: +4 [3 ranks, +2 Str, +2 synergy (Tumble), -3 load]
Knowledge (local): +4 [2 ranks, +2 Int]
Listen: +3 [3 ranks]
Move Silently: +4 [4 ranks, +3 Dex, -3 load]
Open Lock: +6 [3 ranks, +3 Dex]
Search: +8 (+10 stonework) [6 ranks, +2 Int, (+2 stonework)]
Sleight of Hand: +4 [2 ranks, +3 Dex, +2 synergy (Bluff), -3 load]
Spot: +3 [3 ranks]
Tumble: +6 [6 ranks, +3 Dex, -3 load]


Feats:
Level 1: Two-Weapon Fighting
Fighter 1: Combat Expertise
Level 3: Improved Feint


Languages:
Common
Dwarven
Goblin
Orc


Equipment:
Handaxe +1: 2,306 gp
Masterwork handaxe: 306 gp
Dagger: 2 gp
Composite shortbow (+2 Str): 225 gp
Arrows (20): 1 gp
Chain shirt +1: 1,250 gp
Traveler's outfit
Gold earring: 5 gp

Backpack: 2 gp
Bedroll: 1 sp
Climber's kit: 80 gp
Everburning torch: 110 gp
Flint and steel: 1 gp
Grappling hook: 1 gp
Lantern, hooded: 7 gp
Oil (1-pint flask): 1 sp
Rations, trail (per day) x3: 1 gp, 5 sp
Rope, silk (50 ft.): 10 gp
Sack: 1 sp
Waterskin: 1 gp

Pouch, belt: 1 gp
Potion of bull's strength: 300 gp
Potion of cure light wounds x4: 200 gp
Potion of invisibility: 300 gp

Pouch, belt: 1 gp
Acid (flask) x2: 20 gp
Alchemist's fire (flask) x2: 40 gp
Smokestick x2: 40 gp
Sunrod x2: 4 gp
Tindertwig: 1 gp

Pouch, belt: 1 gp
Holy water (flask): 25 gp
Tanglefoot bag: 50 gp
Thunderstone: 30 gp

Light horse: 75 gp
Riding saddle: 10 gp

Money
9 pp, 3 gp, 2 sp


Race:

  • +2 Constitution, –2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Class:
Rogue:
Sneak attack +2d6
Trapfinding
Evasion
Trap sense +1

Fighter:
Bonus feats


Proficiencies:
All simple and martial weapons
All armor
All shields


Appearance:
Hargrim looks to be a dwarf like any other in most respects. His thick red hair is uncommon for his kind, and he wears his beard beneath a broad grin in two wide braids. A large gold ring hangs from his ear. Very quick on his feet for a dwarf, his broad shoulders leave no doubt in an onlooker's mind that he can tumble with the best of them.

Personality:
By his nature, Hargrim is a boisterous, jolly sort. He typically leaves people with the impression that he is a decent, good fellow, if rather fixated on gold and jewels; most chalk that up to his being a dwarf and think of it no more. Hargrim is far from traditional, and tends to chafe at being told what to do. If it gets him gold, however, he'll put up with obeying a command or two.

History:
[sblock]
Hargrim and his family lived in a small human city for as long as he can remember. His family was poor, as were many of those living in the small dwarven quarter of the town. They had moved from their home in the mountain to escape conflict with their stern, traditional people, who could not understand his family’s flighty, rebellious ways. Despite their hardships, the dwarves unfailingly worshipped and paid respect to Muamman Duathal, the dwarven god of travelers and exiles.

While his family didn’t approve of it, as a youth, Hargrim fell into the thief’s life, stealing a loaf of bread here and an apple or two there. He only stole from the wealthier food-merchants, and the food helped his family survive during difficult times. Besides, he found he had a talent for it, and quite enjoyed the thrill. His older brother, Aylor, frowned upon this; despite his parents’ eccentricity, he exhibited all the strictness and traditionalism of most of their kind. Jaer, his younger brother, however, frequently accompanied Hargrim on his “missions,” as they called them, and looked up to Hargrim as younger brothers often do.

Eventually, however, Hargrim’s good luck caught up with him, and, shiny stolen apple in hand, he found himself looking up into the red, angry face of a human merchant. Hargrim grinned sheepishly and held the apple out to the merchant, who slapped the dwarf’s hand, sending the apple tumbling down the square. As the merchant was about to strike the boy-dwarf, a tall gentleman coolly interrupted him. A few whispered words later, the merchant sullenly returned to his goods with just a baleful look in Hargrim’s direction.

The dwarf’s savior was a representative of the Thieves’ Guild of the city, and had been watching the dwarf for some time. Impressed with his skill, he invited Hargrim to join the guild. The dwarf wasn’t sure about it, but the excitement seemed too compelling to pass up! He did his best to console his brother, who was far too young to join; poor Jaer was sad to lose his adventuring companion, but happy for Hargrim nonetheless.

Once in the guild, Hargrim practiced his skills diligently: picking locks, sleight of hand, hiding and sneaking – even the art of talking one’s way out of a sticky situation. The thieves taught him well, and he had a few small adventures with them, which he enjoyed immensely.

One fateful day, however, Hargrim was given a different kind of mission: he was told to infiltrate a minor nobleman’s home, sneak into his bedchamber, and kill him in his sleep. Hargrim was appalled at this suggestion, but something in the guildmaster’s eye told him that there was only one answer the guild would accept. Hargrim assured the guildmaster that the nobleman was as good as dead, and then, in the dead of night, rather than creeping toward the nobleman’s mansion, he slinked back to the dwarven quarter, prepared to gather his family and flee.

When Hargrim arrived at his home, he found the door wide open and the small house dark. He cautiously entered, careful not to make a sound, and looked about intently into the shadowy gloom.

He found to his horror the body of little Jaer, broken and bloody on the floor. The tall gentleman who had once recruited him now stood over his brother’s corpse, his face expressionless and solemn. Hargrim saw his parents and older brother sitting behind the man, tied to chairs and gagged with kerchiefs, their eyes wide with fear. The man from the guild informed Hargrim that he wouldn’t be going anywhere that night, or any other night, for that matter. He was claiming Hargrim’s family, in the name of the thieves’ guild; if any of them disobeyed him, they would suffer greatly for it.

Hargrim, terrified and despairing, made a deal with the gentleman: he would purchase his family’s freedom. The man, his heart wrapped in avarice, agreed, naming a price so absurdly high that he felt confident the dwarf would never be able to pay it. But pay it he must, and in one year’s time, too, lest the rest of his kin be slaughtered like young Jaer.

Now, Hargrim travels the land as a mercenary, desperately trying to scrape together enough money to buy the lives of his parents and brother...
[/sblock]
 
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Nyra
Female Human Fighter 4


Hair: Jet Black
Eyes: Purple
Height: 5' 7"
Weight: 120lbs.
Age: 23
Alignment: Neutral good
Size: Medium
Type: Humanoid
Speed: 30 ft.


Str: 16 (+3)[15 base, +1 level]
Dex: 16 (+3)
Con: 10
Int: 13 (+1)
Wis: 10
Cha: 13 (+1)


HP: 28 (10 +6 +6 +6)


AC: 17 (10 base, +3 armor, +3 Dex, +1 Ring) / 14 FF / 14 TA


Saves:
Fortitude: +4 (+4 base Fighter,+0 Con)
Reflex: +4 (+1 base Fighter, +3 Dex)
Will: +1 (+1 base Fighter)


Init: +3 (+3 Dex)


Base Attack Bonus: +4 (+4 base Fighter)


Attacks:
+1 Scimitar (attack): +9 (+4 base, +3 Str, +1 enhancement, +1 Weapon Focus), 1d6+6 damage (+3 Str, +1 enhancement, +2 Wpn Specialization), threat 18+/x2
+1 Scimitar and dagger (full attack): +7/+5 (+4 base, +3 Str, +1 enhancement, +1 Weapon Focus, -2 Two-Weapon Fighting / , (+4 base, +3 Str, -2 Two-Weapon Fighting) 1d6+6/1d4+3 damage, threat 18+/x2/ 19+x2
Composite Shortbow, Str+3(ranged attack): +7 (+4 base, +3 Dex), 1d6+3 damage, threat 20/x3, range 70 ft.


Skills:
Skill Points: 18
Max Rank for class/cross class skills: 7/3.5

Appraise: +1 [+1 Int]
Balance: +3 [+3 Dex]
Bluff: +1 [+1 Cha]
Climb: +3 [+3 Str]
Craft (Jewlry): +7 [+4 ranks, +1 Int, +2 MW tools]
Diplomacy: +1 [+1 Cha]
Disguise: +1 [+1 Cha]
Escape Artist: +3 [+3 Dex]
Forgery: +1 [+1 Int]
Gather Information: +1 [+1 Cha]
Heal: +0 [+0 Wis]
Hide: +3 [+3 Dex]
Intimidate: +1 [+1 Cha]
Jump: +3 [+3 Str]
Listen: +0 [+0 Wis]
Move Silently: +3 [+3 Dex]
Perform (Dance): +4 [3 ranks, +1 Cha]
Ride: +5 [2 ranks, +3 Dex]
Search: +1 [+1 Int]
Sense Motive: +0 [+0 Wis]
Spot: +0 [+0 Wis]
Survival: +0 [+0 Wis]
Swim: +3 [+3 Str]
Tumble: +6 [3 ranks, +3 Dex]
Use Rope: +3 [+3 Dex]


Feats:
Level 1: Dodge
Human 1: Mobility
Fighter 1: Combat Expertise
Fighter 2: Weapon Focus(scimitar)
Level 3: Two Weapon Fighting
Fighter 4: Weapon Specialization (scimitar)


Languages:
Common
Draconic


Equipment:
Scimitar +1 ("Desert Fury"): 2,315 gp - 4lb.
Dagger: 2 gp - 1 lb.
Composite shortbow (+3 Str): 300 gp - 2 lb.
Arrows (20): 1 gp - 3lb.
Studded Leather: 25gp - 20 lb.
Explorer's outfit: 10 gp - 8lb.
Ring of Protection +1: 2,000 gp - 0 lb.

Obvious Belt Pouch #1: 1 gp - 1/2 lb.
Flint & Steel: 1 gp - 0 lb.
Small Steel Mirror: 10 gp - 1/2 lb.
Sewing needle: 5sp - 0 lb.
Whetstone: 2cp - 1 lb.
6 cp

Hidden Belt Pouch #2: 1 gp - 1/2 lb.
money (see below)
Jasmine perfume 25 gp - 0 lb. (guessed at a price)

Backpack: 2 gp - 2lb
MW Artisans Tools (Jewlery crafting): 55gp - 5 lb
Map Case: 1 gp - 1/2 lb
2 chalk pieces: 2 cp - 0 lb.
Hooded Lantern: 7 gp - 2 lb.
5 flasks Oil: 5 sp - 5 lb.
5 days Trail Rations: 25 sp - 5 lb.
50' Silk Rope: 10 gp - 5 lb.
2 empthy sacks: 2 sp - 1 lb.
Soap: 5 sp - 1 lb.
2 waterskins: 2 gp - 8 lb.


Light horse: 75 gp
Riding saddle: 10 gp - 25 lb.
Saddlebags: 4gp - 8 lb.
2 days horse feed: 1 sp - 20 lb.
Bedroll: 1 sp - 5 lb.
Tent: 10gp - 20 lb.
5 flasks Oil: 5 sp - 5 lb.
3 waterskins: 3 gp - 12 lb.
5 days Trail Rations: 25 sp - 5 lb.


Money
60 pp, 20 gp, 25 sp, 6cp - 2lb.


Race: Human
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level.
  • Automatic Languages: Common. Bonus Languages: Any.
  • Favored Class: Any.
Class:
Fighter:
Bonus feats


Proficiencies:
All simple and martial weapons
All armor
All shields


Appearance:
Nyra has a slim but athletic build with curves in all the right places. Her most striking features are her purple eyes which she wears heavy, dark eye makeup around to accentuate them. A beautiful young woman with bronzed skin and wearing a foreign outfit with purple accents all over. Her outfit looks like it is cut for dancing of some sort.

Personality:
A direct woman with her goal clearly in mind and always pursuing it. She knows what she wants and isn't afraid to try and get it.

History:
Currently Nyra is hunting Alton, a thief who stole from her tribe. When he is brought to justice, she will be free to pursue other interests in the world.
 
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